[SE 2, 5 points] Reattach Limb: Touch a willing target who has recently lost a limb and cast this spell. If the target holds a severed limb in place for a minute, or has the limb held in place by someone else the limb is reattached to their body. Reattachment is only possible within 6 hours of losing the limb.
Affliction 1 [Reattach ( +160%), Fixed Duration ( +0%), Range C ( -30%), Sorcery ( -15%)] = 215% = 22pts
Reattach is: Regrowth [Magical ( -10%), Reattachment Only ( -50%)] = 40% = +160%
Made by:

[SE 2, 6 points] Faith Healing: The caster beseeches their god for divine healing while wielding a holy symbol, and touches the subject of their healing. On a successful IQ+Talent+5 roll, the subject recovers a flat 4hp. This healing roll takes a -3 if the subject is unconscious and a cumulative -3 for each repeat casting on the same subject within 24hrs. It can only be used on members of the same species.
Healing [Affects Self ( +50%); Reliable 5 ( +25%); Can’t Restore Crippled Limbs ( -10%); Capped 2fp ( -25%); Magical ( -10%); Injuries Only ( -20%); Requires Chant/Gestures/Holy Symbol ( -30%); Reduced FP cost 1 ( +20%); Fixed Healing ( +0%)] = 100% = 30pts
Made by: Declan

[SE 3, 8 points] Invisibility: Carry up to light encumbrance while being invisible for a minute. You are still visible to spirits. Can be maintained at the end of the minute, other spells cannot be cast from this spell slot while this spell is in effect.
Invisibility [Substantial Only, ( -10%); Can Carry Objects, light encumbrance, ( +20%); Sorcery, ( -15%)] = 95% = 38pts
Made by: Tim

[SE1, 4 Points] Channeled Warp: Teleport up to 10,000 Miles away. You can bring anything you are carrying up to your basic lift in weight. In order to use this spell, you must first spend 8 hours preparing it. You can then teleport as per the Warp advantage (b97), but you can not spend extra FP, and you can not spend extra time.
Warp [Range Limit, 10,000 miles, ( -10%); Nuisance Effect, cannot spend extra FP, ( -5%); Sorcery, ( -15%); Immediate Preparation Required, 8 hours, ( -90%); Accurate, +8, ( +40%)] = 20% = 20pts
Made by: Tim

[SE 1, 4 Points] Magic PocketThe caster accesses their secret hammerspace. For the next minute (maintainable) they can pull forth any item already stored in this hammerspace, or “magic pocket” which can hold up to 12lbs. To do so they must appear to pull it from a hidden location (beneath a robe, under a hat, out of an actual pocket, etc.) and may store items the same way, so long as they would reasonably fit. Withdrawing or depositing an item this way only takes a second, no rummaging time required. Note that only the caster can interact with this magic pocket and anyone else who searches the caster for it will find nothing.
Affliction 1[Magic Pocket 6 ( +126%); Precise ( +20%); Switchable ( +10%); Self Only ( -50%); Sorcery ( -15%)] = 191% = 20pts
→ Magic Pocket
Payload 1 [Cosmic, pocket dimension, ( +50%); Independent ( +70%); No Signature ( +20%); Inanimate Objects Only ( -10%); Limited, Fixed on St10 BL ( -10%); Magical ( -10%)] = 210% = 2.1pts per level and 2lbs
Made by: Declan

[SE 2, 6 Point] Dimensional Vault (Modified personal storage portal) Touch an empty container, and use your magic to create a portal within it’s mouth that links it to your personal storage dimension (separate space for each individual caster). For the next 3 minutes, you can interact with the portal in a similar manner to a “bag of holding”. Anybody can access your portal from the afflicted container while it is on, and be aware that the only way to end this spell early is to dispel it. It is unknown what happens to objects in the portal once the caster dies, and what happens to something only partially inside the container when the spell ends (if this “something” is you, then may the GM have mercy on your soul).
Stores 28 lbs.
Affliction 1[Pocket Dimension Storage 13( +247%); Fixed Duration ( +0%); Melee, no parry, ( -35%); Only on an Empty Storage Containers ( -15%); Sorcery ( -15%)] = 292% [ 30 ]
→ Pocket Dimension Storage
Payload 1 (Cosmic, Pocket Dimension, +50%; Independent +70%; Inanimate objects only -10%; Fixed On St10 BL -10%; Magical -10%) =1.9pts per level and 2lbs
Made by: Declan/Tim

[SE 1, 4 points] Enhanced Detect Magic: After a second of focus the caster attempts to detect any and all magic within vision or touch. Roll at IQ+Talent+6, and subtract range penalties to each target. Anything falling within the MoS is detected, and instantly analyzed. This gives the caster knowledge of the exact spell or source of magic. A roll for certain details may still be required, at the GM’s discretion..
Detect(Magic)[Sorcery ( -15%); Vision or Touch based( -15%); Reliable 6 ( +30%); Analyzing ( +100%)] = 200% = 20pts
Made by: Declan

[SE 1, 4 points] Seer’s Psychometry: The caster performs a ritual to try and glean information about the past of either her surroundings or an object in her hand. To do so she must spend ten minutes in deep concentration, strategically lighting candles which give off an increasingly bright light as the ritual advances. After the ritual completes, state what you’re searching for in the item/place’s past and make an IQ+Talent+4 roll, at the time penalty listed under Psychometry on p.78. Success reveals information pertinent to the event, failure reveals nothing and requires a full 24hrs before another reading on the object/place can be made. A critical success provides a vision of the event in question, and critical failure bars it from you forever. The candles for the ritual are a set of Beeswax candles ($9, LT p.33). They normally last for 12hours a piece but for simplicity’s sake we burn 1 candle’s worth per ritual.
Psychometry [Directed ( +50%); Reliable 4 ( +20%); Sensitive ( +30%); Active Only ( -20%); Immediate Prep, 10 minutes, ( -45%); Trigger, burning candles, ( -10%); Visible, bright light, ( -10%); Sorcery ( -15%)] = 100% = 20pts
Made by: Declan

[SE 1, 4 points] Locale Cognition: The caster focuses for a second, weaving the magic around herself into a web from which she can gather information about her surroundings. Upon casting the spell, the caster gains 4 pts into any specialty of either Current Affairs or Area Knowledge. If untrained, this gives a skill of IQ+2+sorcerous talent. The spell is sensitive, and may pick up the cumulative thoughts of surrounding creatures. Treat this as Phantom Voices that trigger on a 6 or less (perhaps more if the GM decides that the majority of local life is in uproar). This spell lasts for 10 minutes while prepared, and can be extended for 1 FP per additional 10 minutes. While active, the caster can spend 10 seconds/point of concentration to reallocate the points to another skill, following the aforementioned restrictions.
Modular Abilities: Slot (short list) [4pts] + 4 modpoints (not slow, costly, or subject to external influence) [5pts each] = 24pts base
[Extended Duration, 10x, ( +40%); Limited, current affairs or area knowledge only, ( -40%); Temporary Phantom Voices, annoying, ( -5%); Sorcery ( -15%)] = 80% = 19.2pts
Made by: Declan

[SE 2, 6 Points] Greater Summon: When you take this spell detail a creature of up to 100 points, with fewer than – 40 in disadvantages. Spend a concentrate maneuver and make a roll against the creatures summoning chance (12 or less for this instance) to cast this spell and summon a creature of this type to your side within 1 yard. You can learn this spell multiple times, for each instance you gain a different creature type. This creature is summoned for one minute, during which time you cannot cast another spell. At the end of the minute you may choose to either maintain the spell or let the summon fade. Otherwise, it takes a concentrate maneuver to release your summoned creature early. If the creature is killed a full day is required before another attempt to summoning attempt is made.
100% Ally, 12 or less [Minion ( +50%), Special Ability ( +50%), Conjured( +100%), Sorcery ( -15%)] = 275% = 28pts
Made by: ???

[SE 1, 3 Points] DeSpell Magic: The caster must touch the subject, then they roll a quick contest of Will + Talent against the caster of every spell currently affecting the subject. Spells for which the opposing caster loses are dispelled. The caster of DeSpell Magic can not pick and choose which spells are dispelled, all spells affecting the subject of DeSpell Magic are affected by DeSpell Magic.
Neutralize Magic [Accessibility (must target Subject, not caster) ( -10%); Sorcery ( -15%); Interruption ( -50%)] = 25% = 13pts
Made by: ???

[SE 1, 4 Points] Dispelling Beam: Aim this spell with your favorite form of innate attack. A beam of null-magical energy surges out towards the target. If it hits every non-permanent magic on the target is in danger of being dispelled. The target must roll an unopposed Will – 3 or be dispelled for each spell. On a failure that spell is ended immediately. If the target hit is a summoned creature and resistance of it’s summoners Will + Talent, it is immediately banished and treated as if the summoning roll for it failed. The beam has a maximum range of 20 yards and has an Accuracy of + 3.
Neutralize Magic [Ranged ( +40%); Increased 1/2D, x10, ( +15%); Reduced Range, 1/5, ( -20%); Accessibility, targets subject not caster, ( -10%), Interruption ( -50%); Weaponized, ignores DR, – 3 to resistance, ( -20%), Sorcery ( -15%)] = 40% = 20pts
Made by: Danny

[SE 1, 4 Points] Magic Bursting Bubble: Cyrus draws a magical rune in the air, and speaks a word of power. A multispectral beam of magical energy shoots from the rune towards the target location. Upon impact, the beam erupts into a ball of negative energy, seeking to rip the threads of enchantment from anyone caught in the blast. Any visible person with non-permanent magic upon them within 2 yards of the impact point is at risk of having it dispelled. The subject(s) must roll at unopposed Will-4 for each spell effecting them or have it be dispelled. The beam has a range of 20 yards, and an accuracy of 1. Note that the spell takes a + 4 for aiming at a spot instead of a person, and that anyone not visible to the caster is immune.
Neutralise Magic: [Ranged ( +40%); Aoe 2yd ( +50%); Increased 1/2D, 10x, ( +15%); Inaccurate 2 ( -10%); Interruption ( -50%); Reduced Range, 1/5, ( -20%); Requires Gestures/Chants ( -20%); Substantial Only ( -10%); Targets Subject Not Caster ( -10%); Vision-Based, Reversed, ( -20%); Weaponised, Ignores DR, -4 to resistance ( -10%); Sorcery ( -15%)] = 40% = [20pts]
Made by: Declan

[SE 2, 5 Points] Quash Enchantments: Choose a subject. The caster points at the subject, chants the words Make Not in the language of magic, and attempts to exert her will on any spells effecting the subject. For each magical effect on the subject, roll a quick contest of Will+Talent against the mage who cast that spell. For each instance in which the caster wins, the relevant spell is quashed, and dispelled.
Neutralise Magic [Ranged ( +40%); Interruption ( -50%); Requires Gestures/Chants ( -20%); Targets Subject Not Caster ( -10%); Sorcery ( -15%)] = 45% = 22.5pts
Made by: Declan

[SE 3, 8 Points] Dispelling Barrage: This variation of Dispelling Beam sacrifices individual dispelling power for the ability to spray targets with multiple beams, reducing the chance that they can dodge, and giving you the ability to spray down crowds with multiple shots. 7 beams give a + 1 to hit the target, and gives access to Spraying Fire and Suppression Fire (B409). Each degree of success on the attack roll strikes with an extra beam, and a dodge only avoids 1 beam per degree of success. For ease of play, multiple hits impose a – 1 to any dispelling resistance roll per extra beam that hits. Against a target where you can hit with all your beams, the target is rolling unopposed Will – 6 or be dispelled. The beams have a maximum range of 20 yards and an Accuracy of + 3.
Neutralize Magic [Ranged ( +40%); Increased 1/2D, x10, ( +15%); Rapid Fire, 7 shots, ( +70%); Reduced Range, 1/5, ( -20%); Accessibility, targets subject not caster, ( -10%); Interruption ( -50%), Weaponized, ignores DR, flat resistance, ( -50%), Sorcery ( -15%)] = 80% = 40pts
Made by: Danny